Wizard

Adjinakou's page

73 posts. Alias of Ixos.


Full Name

Adjinakou

Race

Human (Mwangi)

Classes/Levels

Witch 2 l HP: 16/16 l AC: 12 (16 MA) [T: 12, FF: 10 (14 MA) l Fort: +2, Ref: +2, Will: +4 l Init: +8 l Per: +7 (+9)

Gender

Male

Size

Medium

Age

16

Alignment

CG

Deity

Wendo (Lo Lulu)

Languages

Abyssal, Common, Draconic, Giant, Polygot, Sylvan

Strength 8
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 12
Charisma 10

About Adjinakou

Stats:

Male Human Witch 2
CG Medium Humanoid (Mwangi)
Initiative +8; Senses Perception +7 (+9)
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DEFENSE
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AC 12, touch 12, flat-footed 10

HP: 16 (2d6+4+2)

Fort: +2, Ref: +2, Will: +4

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OFFENSE
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Speed 30 ft.

Blowgun +3 (1d2+2; P)

Witch Spells Memorized -- CL 1 -- +6 Concentration

1st -- Cure Light Wounds, Mage Armor, Silent Image
Cantrips: -- Detect Magic, Light, Message, Read Magic

Patron: Shadow

STATISTICS
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Str 8, Dex 14, Con 14, Int 18, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 12

Traits Exile, Seeker

Feats Alertness (Familiar), Extra Hex (Cackle), Extra Hex (Misfortune) (H)

Skills:

Craft (Alchemy): +9 (2 Ranks, 4 Int, 3 TCS)
Knowledge (Arcana): +9 (2 Ranks, 4 Int, 3 TCS)
Knowledge (Nature): +9 (2 Ranks, 4 Int, 3 TCS)
Knowledge (Planes): +9 (2 Ranks, 4 Int, 3 TCS)
Perception: +7 (2 Ranks, 1 Wis, 3 TCS, 1 S)
Spellcraft: +9 (2 Ranks, 4 Int, 3 TCS)
Use Magic Device: +5 (2 Rank, 3 TCS)

Languages: Abyssal, Common, Draconic, Giant, Polygot, Sylvan

Favored Class Bonus: +2 HP

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Racial ABILITIES
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Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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CLASS ABILITIES
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Hexes:

Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Witch's Familiar (Ex):

Nivik, Greensting Scorpion
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +0
Immune mind-affecting effects; Improved Evasion; Share Spells

OFFENSE

Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS

Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES

Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Spell's Stored in Nivik:

1st: Cure Light Wounds, Comprehend Language, Ear Piercing Scream, Enlarge Person, Ill Omen, Mage Armor, Obscuring Mist, Ray of Enfeeblement, Summon Monster I

Cantrips: All Witch Cantrips.
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-23 lb. Medium 24-46 lb. Heavy 47-70

Money 54 GP

Witch's Kit
Familiar Case

Background:

Not everyone who lives among the Bekyar people is a demon-worshiping slaver, just most of them. Adjinakou honors the Night Lord, and for this reason has fled the Mwangi Expanse, coming to Varisia in exile.

Adjinakou was born to a Juju Oracle named Ayida of the Zenj who was the favored concubine of the witch-doctor, Yorunu, of the Lakar Bekyar tribe. The Lakar tribe worships Zura, the demon lord of vampires. The elders of the Lakar tribe are all vampires blessed by her. More than most Bekyar tribes, the Lakar have a prodigious hunger for new slaves in order to slake the thirst of their elders. On one of these raids, the Gravewalker Yorunu captured a young and beautiful priestess of the Wendo, Ayida. Struck by her beauty, Yorunu took Ayida as his concubine and did not give her up to the elders' thirst. This did not sit well with the rest of the tribe, but Yorunu was a powerful witch whose necromancy was respected by even their vampiric elders.

Under his dubious protection, Ayida's life among the Lakar began. As Yorunu's woman, she was left unmolested and unabused as long as she did not blaspheme against Zura. Soon after her capture, Ayida's womb quickened with Adjinakou. While she loved neither Yorunu nor the Lakar, Ayida did love her son. Yorunu, for his parted, doted on both mother and son. Ayida believed that in his own twisted way Yorunu loved her, and, unlike Yorunu, her own magic was not strong. She resolved herself to live among the Lakar as best she could. Escape was unlikely and her newborn made it even more fraught. Despite the weakness of her magic, the Wendo favored Ayida, and when she begged Sister Liiza to close her womb no further children came.

Adjinakou grew to manhood balanced on the edge of a knife. On one side stood his terrifying father -- the most powerful living man in the tribe. On the other side stood his beloved mother -- the only voice that whispered of the Wendo and against Zura. Without the interference of the Wendo and his mother, Adjinakou would have likely followed in his father's footsteps. When Adjinakou began to come into his own magical gifts, his father was elated and his mother was horrified. Ayida did not want her son to live her life as servant of evil spirits or as a slave to demonic hungers. Once more she mixed her herbs, drew her metumbe, and called upon the Wendo for succor.

In her vision, Ayida saw three of the Wendo.

First she saw Sister Liiza. "Sweet Sister, " Ayida called, "please save my son. Descended from his father, his magic calls to the netherworld, please do not let him walk amongst the graves."

Sister Liiza appeared as the most beautiful Mwangi woman imaginable. "Blessed Daughter, two gifts have I given you. First, I gave you a beauty that none who desire women can deny. Second, I closed your womb when you came to me in tears. Would that I could give you a third gift, but what you ask is not a thing of love or beauty." With these words the Sweet Sister disappeared.

Next came Mfuello. He appeared as a tiny frog. ]"Journeyer," Ayida begged, "please save my son. Descended from his father, his magic calls to the netherworld, please do not let him walk amongst the graves."

Mfuello responded, "What care have I for your son? He makes no sacrifices in my name. He draws not the metumbe, nor does he shake the asson. No. I will not help your son. However, I will help you. Simply say the word, and I will let you walk paths unseen. No witch, no vampire, no demon can follow the paths I walk. Say the word and you will be free."

"What worth is freedom, great Mfuello, if I abandon my only son?"

Hearing these words the Journeyer vanished. Ayida wept. In the darkness of her vision quest, she cried out, "Can no one help me? Can no one save my son?"

At these words, the darkness responded, "I can help your son. I rule the night. All things trapped in my web are stuck fast. If I claim the boy no petty spirits of the dead could challenge me. But why would I? As Mfuello says, he does not number among our priests. I have no love for Zura, but why would I rob her minions? All things that hunt the night are my children. Why should I save him, favored of Sister Liiza?"

Ayida knew what voice spoke to her. It was the dread Lo Lulu, the Wendo who ruled the night and all things in the darkness. Some men called him capricious and cruel. Like most men, they made their own weal and woe the measure of all things. Ayida knew better. The night is not evil, and neither is Lo Lulu. If he is capricious, then he is capricious as a jaguar hunting in the dark. If he is cruel, then his cruelty is that of a spider waiting in its web. The Wendo are beyond questions of morality.

With a quavering voice, but resolute spirit, Ayida replied, "Night Lord, I will give you anything and everything to save my son from this destiny."

The voice from the darkness chuckled, "Yes. Ayida, you will give me everything. All the blessings the other Wendo have given you are mine. No longer will you pray to any but me. Your life is mine. Your death is mine. One night you will feed my children. And, finally, your son is mine. I will suffer no other to have him."

With these words, Ayida awoke to the feeling of biting spiders.

That same night, Adjinakou dreamed a dream of power. He dreamed that he was in a deep pit filled with the bodies of dead slaves. He dreamed that voices on the night air whispered to him fell secrets: secrets of how to use these dead bodies to shape a talisman of great power. Then he dreamed that these voices screamed and then were devoured by silence. The next thing he heard was the skittering of a thousand spiders. They swarmed him and the dead slaves until they resolved themselves into the body of a handsome man whose skin was that of night, stars twinkling in his depths.

"Boy, you are mine. Do not commune with lesser spirits. Do you not know who I am?"

Adjinakou was intelligent and brave. "You are the Night Lord, a god of my mother but not my father."

"Wrong answer, boy. I am your patron amongst the Wendo. You are not worthy of a spider, but I will send one of my lesser cousins to guide you." With these words the Night Lord opened his hand, and a scorpion crawled off it, hopping down into the pit of the dead.

Adjinakou awoke to a scorpion sting. He picked up the scorpion and felt a kinship with it. He felt the stirring of his power.

Yorunu was not pleased that Adjinakou did not craft a spell poppet. However, he was impressed that his son had called a familiar without guidance. He was impressed enough that he taught his son several hexes. Yorunu knew that though Adjinakou would never wield the power that Yorunu did among the elders, his son had the potential to be a powerful witch. It would have to be enough.

Several years passed as Yorunu taught his son his craft. Then one night the elders came to Yorunu. They told the gravewalker that it was time for him to take his rightful place amongst the elders of his tribe, but that Zura is a jealous mistress who suffers no rivals. In order to receive her blessing, Yorunu must sacrifice what he loves best to her.

Yorunu pondered the words of the elders. Yes, Ayida was beautiful, but there are other beautiful woman. No woman was worth giving up life and power undying. Yes, his son was a worthy heir, but who needs a successor when you would live forever? Yorunu knew that with Zura's blessing and the dead spirits he commands he could swiftly take control of the Lakar. In exchange for his concubine and her son, they would make him their king.

That kind of choice is really no choice at all. That night Yorunu tied Ayida to Zura's altar and tore out her heart and feasted on her blood. With her blood and an ancient ritual, Yorunu was transfigured into a vampire. Ayida died because she no longer had the blessing of the Sweet Sister. That night Adjinakou once again dreamed of the Night Lord. "Your mother has met my price. Wake up. Go north. Go until you reach the town of sands in an ancient land that do not worship the Wendo. There you will find your destiny. There you will find your path to power. More importantly it is there that you will work my will."

Adjinakou awoke. He gathered his things and left the Lakar. He saw his blood drenched father, but his father did not see him. None of the elders did. It was as if no creature of the night could see him.

On his way to the north, Adjinakou grieved for his mother. He wept for her sacrifice. He grew to hate his father as he had never done in the village, calling curses down upon him, and burning him in effigy. Yet, Yorunu may as well be Zura for all Adjinakou could do against him. Powerless to effect any real revenge against his mother's murder, he made due with symbolic revenge.

Lo Lulu's plans also confused him. He knew that the great spirit wanted something from him. He felt as if he were a tool in the Wendo's hands or a dart blown from his gun. He remembered from his mother's stories that the Night Lord was a hunter and a schemer. His powers clearly stretched far beyond the Expanse as did his aims, but Adjinakou could fathom neither. He resolved to serve Lo Lulu to honor his mother. It would not to have his mother sacrifice herself to save his life only to have her son throw it away railing against his savior.

The dreams continued on his path north. In each he could feel the Night Lord's waiting presence, but the Wendo did not speak to the young witch. Instead, he teased Adjinakou with images of titanic ruins and scenes were sorcerers fought each other, but Adjinakou could discern little of their relevance to himself. He wondered if Lo Lulu was trying to teach him patience.

Adjinakou left the lands of the Lakar far behind. He travelled beyond the realm of the Bekyar. He crossed the boundaries of the Mwangi Expanse. The lands grew increasingly cold which Adjinakou did not like. He sailed north search for the town of sand, asking sailors and travelers were it could be found.

In Korvosa, he found his answer, when a sailor respond, "You mean Sandpoint?" Yet, when he arrived in Sandpoint the town was aflame and awash with goblins.

Appearance and Personality:

Height: 5' 0"
Weight: 130 lbs

Adjinakou is a small man. While his skin and hair are the coal black of the Bekyar, he takes after his Zenj mother when it comes to height. He is deft of hand and mind, possessing surprising quickness.

Like his father, Adjinakou is drawn to curses and the magic of woe. Like his mother, Adjinakou honors the Wendo and longs for freedom. If his father is darkness and his mother light, Adjinakou is the shadow between them.